Thrall, Bryan wrote:
>>> I really think it is a texture coordinate problem, but I've traced
>>> through the rendering of one of the polygons that isn't textured
>>> properly, and it has the correct texture coordinates, and I can see
>>> they are passed to OpenGL with the right values (i.e. when
>>> glDrawElements() is called, the Geometry::_texCoordArray[0] array --
>>> a Vec2Array -- contains the right u,v coordinate values).

Well, it wasn't a texture coordinate problem, it was a texture
coordinate indexing problem. My texture coordinates weren't at the same
index in the texture coordinate array as the corresponding vertex in the
vertex array, so the u,v coordinates were coming out garbage. D'oh!

I've rearranged my texture coordinate arrays so they match up with my
vertex arrays, and everything works great now.

Thanks for the help!
-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]

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